unity-input-system — скилл для Claude Code: что делает
Скилл для Claude Code, который настраивает ввод в Unity 6.3 LTS через Input System: action maps, PlayerInput, чтение значений в C#.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a claude-codeЧто делает unity-input-system
Скилл ведёт агента по новому Input System в Unity 6.3 LTS: пакет com.unity.inputsystem 1.x, в 6.3 LTS идёт 1.20. Он собирает .inputactions с action maps, привязывает действия к клавиатуре, геймпаду и тачу и показывает, как читать значения: колбэками или опросом в Update.
Начинается всё с Project Settings → Player. Пока Active Input Handling не выставлен в Input System Package (New) или Both, пакет не получает ввод, и виноват тут старый Input Manager — это он его забирает. Дальше агент выбирает способ чтения: компонент PlayerInput, project-wide actions через InputSystem.actions.FindAction("Move") или InputActionReference с обязательным Enable(). Внутри лежат примеры кода на C# под каждый вариант и разбор типовых поломок.
Границы: это API конкретно Unity. Кросс-движковую архитектуру переназначения клавиш он не строит, а движение персонажа после получения вектора отдаёт скиллам unity-physics и unity-csharp-scripting. Отписки в OnDisable тоже на тебе: забудешь -= — подписки потекут.
Какие задачи решает
- привязать
Moveк WASD и стику геймпада одним действием - разложить ввод по action maps и переключать их между игрой и меню
- починить ввод, который молчит из-за старого Input Manager
- читать
Vector2со стика без ручных проверок клавиш - поймать нажатие кнопки через
performed, а не черезReadValue
Примеры запросов агенту
- Добавь в `InputSystem_Actions.inputactions` action map `Gameplay`: `Move` как Value/Vector2 на WASD и левый стик, `Jump` и `Fire` как Button.
- Повесь `PlayerInput` на игрока с поведением Send Messages и напиши обработчики `OnMove` и `OnJump`.
- Игра стреляет, пока открыто меню. Выключи карту `Gameplay` при паузе и включи `UI`.
Как установить unity-input-system
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a claude-code2Вручную: положить файлы
~/.claude/skills/unity-input-system/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/unity-input-system/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a codex2Вручную: положить файлы
.agents/skills/unity-input-system/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a cursor2Вручную: положить файлы
.cursor/skills/unity-input-system/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-input-system2Вручную: положить файлы
.github/skills/unity-input-system/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/unity/unity-input-systemВручную: положить файлы
.devin/skills/unity-input-system/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
Из того же набора40
Весь набор →Похожие
Вопросы о unity-input-system
Как установить unity-input-system в Claude Code?
Выполни npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-input-system -a claude-code. Файл скилла появится по пути ~/.claude/skills/unity-input-system/SKILL.md.
Что делает unity-input-system?
Описывает агенту работу с пакетом com.unity.inputsystem в Unity 6.3 LTS: action maps, PlayerInput, project-wide actions и чтение значений через колбэки или опрос.
Почему ввод читается нулём после настройки?
Кнопки — это краевые события, поэтому ReadValue в Update вернёт 0. Нужен колбэк performed или WasPressedThisFrame(), а действия из стороннего ассета придётся включить через Enable().
Исходный текст
SKILL.md · Apache-2.0
---
name: unity-input-system
description: >
Wire player input in Unity 6.3 LTS with the Input System package: Input Actions, action maps,
the PlayerInput component, and reading values via callbacks or polling. Use when the
project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the
Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.
---
# Unity Input System (new)
Read input through Unity's **Input System package** (`com.unity.inputsystem` 1.x; Unity 6.3 LTS
ships 1.20) — action-based, device-agnostic, rebindable. Targets **Unity 6.3 LTS**. This is the modern
replacement for the legacy `Input.GetAxis`/`Input.GetKey` Input Manager.
## When to use
- Use when setting up movement/jump/fire input, defining an `.inputactions` asset with
action maps and control schemes, wiring a `PlayerInput` component, reading a `Vector2`
stick/WASD value, or handling gamepad + keyboard + touch from one set of actions.
- Use when `Packages/manifest.json` contains `com.unity.inputsystem` or the project has an
`*.inputactions` asset.
**When *not* to use:** rebindable-control *architecture* across engines → `input-systems`
(this skill is the Unity-specific API). Moving the character once you have the input vector
→ `unity-physics` / `unity-csharp-scripting`.
## Core workflow
1. **Check Active Input Handling** (Project Settings → Player). The package only receives
input when this is `Input System Package (New)` or `Both`. `Both` is required if any old
`Input.GetAxis` code remains.
2. **Find or create the `.inputactions` asset.** New Unity 6 projects usually already have one
assigned as the **project-wide actions** (Project Settings → Input System Package; the
template file is `InputSystem_Actions.inputactions`) — reuse it rather than adding a
second asset. Add an *action map* (e.g. `Gameplay`), add *actions*
(`Move` = Value/Vector2, `Jump` = Button, `Fire` = Button), and bind them to controls and
composite bindings (WASD = 2D Vector composite).
3. **Choose how to read it:**
- **`PlayerInput` component** (designer-friendly) — drop it on the player, point it at the
asset, pick a *Behavior* (Send Messages / Broadcast / Invoke Unity Events / Invoke C#
Events). Best for single/local-coop players.
- **Project-wide actions in code** (`InputSystem.actions.FindAction("Move")`) — no asset
reference to wire up, and the actions are already enabled.
- **Direct in code** (`InputActionReference` / `InputActionAsset`) — most control; you
`Enable()` actions and read them. Best for systems and tools.
4. **Enable the actions/maps you read.** `PlayerInput` enables its default map automatically
and project-wide actions start enabled; actions from any other asset must be `.Enable()`d
(and disabled on teardown).
5. **Switch action maps** for context (gameplay ↔ UI/menu) instead of guarding every handler.
6. **Verify** with the Input Debugger (Window → Analysis → Input Debugger) to confirm devices
and that actions fire.
## Patterns
### 1. `PlayerInput` with "Send Messages" (handlers on the same GameObject)
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
// PlayerInput (Behavior = Send Messages) calls On<ActionName>(InputValue) by name.
public class PlayerInputReceiver : MonoBehaviour
{
private Vector2 _move;
private void OnMove(InputValue value) => _move = value.Get<Vector2>(); // Move action
private void OnJump(InputValue value) { if (value.isPressed) Jump(); } // Button action
private void Update() { /* drive movement from _move */ }
private void Jump() { }
}
```
### 2. Reading an action directly in code (polling a value)
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
public class DirectMover : MonoBehaviour
{
[SerializeField] private InputActionReference moveAction; // assign the Move action
private void OnEnable() => moveAction.action.Enable(); // REQUIRED or it reads zero
private void OnDisable() => moveAction.action.Disable();
private void Update()
{
Vector2 move = moveAction.action.ReadValue<Vector2>(); // continuous value
transform.Translate(new Vector3(move.x, 0, move.y) * (5f * Time.deltaTime));
}
}
```
### 3. Project-wide actions (no asset reference)
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
public class ProjectWideMover : MonoBehaviour
{
private InputAction _move, _jump;
private void Awake()
{
// Looked up once; project-wide actions are preloaded and enabled by default.
_move = InputSystem.actions.FindAction("Move");
_jump = InputSystem.actions.FindAction("Jump");
}
private void Update()
{
Vector2 move = _move.ReadValue<Vector2>();
if (_jump.WasPressedThisFrame()) { /* jump */ }
}
}
```
### 4. Event callbacks + switching action maps (gameplay ↔ UI)
```csharp
[SerializeField] private InputActionAsset actions;
private void OnEnable()
{
actions.FindAction("Gameplay/Fire").performed += OnFire; // edge event: fires once
actions.FindActionMap("Gameplay").Enable();
}
private void OnDisable() => actions.FindAction("Gameplay/Fire").performed -= OnFire;
private void OnFire(InputAction.CallbackContext ctx) => Shoot(); // ctx.ReadValue<T>() if needed
private void OpenPauseMenu() // change context, don't sprinkle if-checks
{
actions.FindActionMap("Gameplay").Disable();
actions.FindActionMap("UI").Enable();
}
private void Shoot() { }
```
## Pitfalls
- **No input at all** → either Active Input Handling is still `Input Manager (Old)`, or you
forgot to `Enable()` the action/map. `PlayerInput` and project-wide actions start enabled;
actions from other assets do not.
- **Gameplay actions fire while a menu is open** → project-wide actions enable *every* action
map at startup, including when `PlayerInput` uses that asset. In `Start`, disable the maps
you do not want (`InputSystem.actions.FindActionMap("UI").Disable()`) and enable only the
current one.
- **`FindAction` returns null** → the name (or `Map/Action` path) does not exist in that
asset. Check the spelling in the Actions Editor; with project-wide actions, make sure the
asset you edited is the one assigned in Project Settings → Input System Package.
- **`InvalidOperationException` about the old input backend** → some script still calls
`Input.GetAxis`/`Input.GetKey` while Active Input Handling is `New`. Port it or set `Both`.
- **Buttons read as 0 with `ReadValue`** → button *presses* are edge events; use the
`performed` callback (or `WasPressedThisFrame()`), not per-frame `ReadValue` for triggers.
- **`Send Messages` handlers never fire** → the receiving script must be on the *same*
GameObject as the `PlayerInput`; `Broadcast Messages` reaches children too.
- **Leaking subscriptions** → unsubscribe (`-=`) in `OnDisable`; re-subscribing in `OnEnable`
without unsubscribing doubles up handlers.
- **Touch/gamepad not detected** → enable the matching control scheme and confirm the device
in the Input Debugger; the Vector2 composite needs all four bindings set.
## References
- For interactive control **rebinding** (`PerformInteractiveRebinding`), saving/loading
bindings as JSON, and **local multiplayer** with `PlayerInputManager`, read
`references/rebinding.md`.
- Primary docs: Unity Manual "Input System"
(`https://docs.unity3d.com/Manual/com.unity.inputsystem.html`) and the package manual
(`https://docs.unity3d.com/Packages/[email protected]/manual/index.html`),
including "About project-wide actions".
## Related skills
- `input-systems` — engine-agnostic input architecture (rebinding, buffering, multi-device).
- `unity-csharp-scripting` — the MonoBehaviour these handlers live in.
- `unity-physics` — applying the input vector to a Rigidbody.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills